Aeldari Craftworlds
Ulthwé
Craftworld Ulthwé lies close to the Eye of Terror, remaining ever watchful over that horrific warp storm. Ulthwé is renowned for the number and skill of its psykers.
ATTRIBUTE: FORESIGHT OF THE DAMNED
All Aeldari are psychically attuned, but none more so than those of Ulthwé. Perhaps tainted by their long proximity to the Eye of Terror, their intuition borders well into prescience.
- Each time a unit with this attribute is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
- Each time you take a Psychic test for a PSYKER unit with this attribute, if it is the first Psychic test taken for that unit this turn, add 1 Warp Charge to the result.
- Models with this attribute have a 6+ invulnerable save.
WARLORD TRAIT: FATE READER
Using their prescience to discern the enemy commander’s intentions, this warlord can react before the foe’s plans even come into action.
After you make a Strands of Fate roll, if this WARLORD is on the battlefield, you can choose to retain one additional dice.
RELIC: THE GHOSTHELM OF ALISHAZIER
The millennia-old Farseer Alishazier of Ulthwé harboured a deep terror that she would one day join the ranks of her crystallised predecessors. Unable to accept such a fate, she invested her psyche into the circuitry network of her ghosthelm, so that her spirit might forever keep others of her Path safe from harm. ULTHWÉ PSYKER model only.
- The bearer knows one additional psychic power.
- Each time a Psychic test is taken for the bearer, if the result of all the dice rolled is 9+, that psychic power or psychic action cannot be denied.
Alaitoc
Few Asuryani are as strict in their adherence to the Path as those of Alaitoc. As a result of this harshness, a higher proportion of their people reject the Path altogether and become Rangers.
ATTRIBUTE: FIELDCRAFT
Through a combination of stealth, superior scouting reports and peerless camouflage, Alaitoc units are able to obscure themselves upon the battlefield, moving effortlessly around their clumsy foe.
- Each time a ranged attack is made against a unit with this attribute, if the attacker is more than 12" away, the unit with this attribute is treated as having the benefits of Light Cover against that attack.
- Each time a ranged attack is made against an INFANTRY or BIKER unit with this attribute that is entirely on or within a terrain feature, if the attacker is more than 12" away, then the unit with this attribute is treated as having the benefits of Heavy Cover against that attack.
- You can ignore any or all modifiers to the Move characteristic of INFANTRY units with this attribute, and you can ignore any or all modifiers to Advance rolls made for such units.
WARLORD TRAIT: MASTER OF AMBUSH This warlord is adept at directing the activities of nearby warriors, allowing some of their number to accomplish complex tasks while their fellows provide covering fire.
- In your Command phase, you can select one ALAITOC INFANTRY unit within 9" of this WARLORD. Until the end of the turn, if that unit is performing an action, it can still make attacks with ranged weapons without that action failing.
- At the start of the first battle round, before the first turn begins, if this WARLORD is on the battlefield, you can select one other friendly ALAITOC RANGERS unit on the battlefield. Remove that unit from the battlefield, and set it up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models (if both players have abilities that redeploy units before the first turn begins, roll off; the winner chooses who redeploys their units first).
RELIC: SHIFTSHROUD OF ALANSSAIR
Long before the first cameleoline cloak, there was the Shiftshroud of Alanssair - a garment that didn’t so much camouflage or obscure its wearer as shift them from their plane of existence. Made using secrets gleaned from starfarers far more ancient than the Aeldari, anyone wrapped in its fibres could all but disappear from plain sight. At one time, some dozen such Shiftshrouds could be found preserved beneath crystal in Alaitoc; now, only one remains, the others lost to the ages. Should a commander of Alaitoc have need of this powerful relic, they will withdraw it from the world-ship’s deepest vault. ALAITOC INFANTRY model only. While the bearer is receiving the benefits of cover, it cannot be selected as the target of a ranged attack unless it is the closest eligible target for that attack and the attacking model is within 12".
Biel-Tan
Biel-Tan warhosts are famed for the indomitable spirit of their Aspect Warriors, as well as for the prodigious storms of shuriken fire they unleash upon the foe.
ATTRIBUTE: SWORDWIND
Biel-Tan warhosts encapsulate the deadly swiftness of the Swordwind, striking with power, speed and precision.
- Add 1 to the LD characteristic of models with the Biel-Tan Craftworld.
- Shuriken weapons that models from this Craftworld are equipped with gain the [Sustained Hits 1] keyword.
WARLORD TRAIT: NATURAL LEADER
Tactical acumen and the use of targeting matrices are second nature to this battle-seasoned warlord.
In your Command phase, you can select one friendly BIEL-TAN unit within 6" of this WARLORD. Until the end of the turn, each time a model in that unit makes an attack, you can re-roll the hit roll.
RELIC: THE SPIRIT STONE OF ANATH’LAN
Anath’lan was once one of Craftworld Biel-Tan’s most skilled Farseers. Alas, pride caused him to misread the runes, dooming a maiden world to a bitter demise. Unable to forgive himself, Anath’lan died of grief. His spirit stone refused to bond with the infinity circuit, and to this day guides other Asuryani away from the error that led to his own disgrace.
BIEL-TAN PSYKER model only.
- The bearer knows one additional psychic power from and of their chosen disciplines.
- Once per Psychic phase, you can re-roll one Psychic test taken for the bearer.
Iyanden
Once the most populous of craftworlds, Iyanden is a shadow of its former self, having suffered numerous invasions. Now its dead far outnumber the living, and must be relied upon to fight.
ATTRIBUTE: STOIC ENDURANCE
The tenacity of those from Iyanden is the stuff of legends. Their craftworld has suffered much, yet the spirits of both its living and its dead remain unbowed.
- Each time a Morale test is taken for this unit, you can re-roll one or both of the dice.
- Each time an attack is allocated to a model with this attribute, if that attack has an Armour Penetration characteristic of 4, 5, or 6, worsen the Armour Penetration characteristic of that attack by 1 (e.g. AP 4 becomes AP 5).
WARLORD TRAIT: ENDURING RESOLVE
Resolute in mind and body, this warlord’s willpower is second to none, and serves them well on the battlefield.
Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.
RELIC: PSYTRONOME OF IYANDEN
The Asuryani psychic engineers known as Bonesingers are patient artisans who understand that true craftsmanship takes time. Growing and shaping wraithbone is both art and science, and cannot be rushed without ill effects. Yet the times have grown dire, and needs dictate that the artefact known as the Psytronome be removed from beneath its dome of preservation and taken to battle. Very much a weapon of last resort, this small pendant pulses when activated, resonating at such a frequency that its vibrations echo through all realms, including the warp. For reasons unknown, this regular thrum boosts the growth and vitality of wraithbone - but such vigour comes at a cost. After such an unprecedented burst of energy, the wraithbone becomes brittle, often cracking open.
IYANDEN model only.
In your Command phase, you can select one friendly IYANDEN WRAITH unit within 9" of the bearer. Until the start of your next Command phase:
- Add 1 to the Attacks characteristic of models in that unit.
- If that unit is a WRAITHGUARD unit, it gains the Battle Focus ability.
Saim-Hann
Renowned for their love of speed, the people of Saim-Hann are deeply tribal and traditional, and their craftworld was one of the first to flee the decaying Aeldari empire.
ATTRIBUTE: WILD HOST
Each member of a Saim-Hann Wild Host longs to be the first into the fight, the one to win all the glory; nothing will stand between them and their quarry.
- You can re-roll charge rolls made for units with this attribute.
- Units with this attribute are eligible to declare a charge in a turn in which they Fell Back.
WARLORD TRAIT: WILD RIDER CHIEFTAIN
To the bravest goes the glory, as they say aboard Saim-Hann.
- Add 1 to this WARLORD’s Attacks characteristic.
- This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically.
- Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
RELIC: TALISMAN OF TIONCHAR
Marking the wearer as a former champion of the clan challenge known as Tionchar, this warrior is a superlative fighter, demonstrating matchless skill, agility and determination.
SAIM-HANN model only.
- Each time the bearer makes a melee attack, if the bearer made a charge move or Heroically Intervened this turn, add 1 to the Strength of that attack and improve the Armour Penetration characteristic of that attack by 1.
Far-flung Craftworlds
If your chosen craftworld does not have an associated Craftworld Attribute, you must instead create their Craftworld Attribute by selecting Far-flung Craftworld Attributes from the list here. Unless otherwise stated, your craftworld has two Far-flung Craftworld Attributes from the following list:
In the Footsteps of the Ancients
Some Asuryani are refugees whose own craftworld has been lost, and who have been taken in by another world-vessel. Others seek to emulate the successes of the more active craftworlds, or simply hold traditions similar to their more well known brethren. You cannot select this Far-flung Craftworld Attribute if you have selected any other Far-flung Craftworld Attributes, and if you select this Far-flung Craftworld Attribute you cannot select a second. Select one of the following craftworlds: Ulthwé, Alaitoc, Biel-Tan, Iyanden, Saim-Hann.
- Use the Craftworld Attribute of the craftworld you selected.
- If a CHARACTER model with this attribute gains a Warlord Trait, they can have a Craftworld Warlord Trait associated with the craftworld you selected, instead of an Aeldari Warlord Trait. If a CHARACTER model has such a Warlord Trait, replace all instances of the <CRAFTWORLD> keyword on that Warlord Trait (e.g. IYANDEN), if any, with the name of the craftworld that this CHARACTER model is from.
Children of Khaine
This craftworld holds a special reverence for Khaine, and its warriors are ruthless in the extreme. Each time a model with this attribute makes a melee attack, on an unmodified wound roll of 6, add 1 to the Damage characteristic of that attack.
Children of Morai-Heg
The story of Morai-Heg teaches that wisdom cannot come without sacrifice, and that even in dire circumstances, legends can be born. Each time a model with this attribute makes an attack, if that model’s unit is below its Starting Strength, add 1 to that attack’s hit roll.
Children of Prophecy
This craftworld’s many seers know how best to avoid the dangers of those that hunger in the immaterium. Each time a Psychic test or Deny the Witch test is taken for a PSYKER unit with this attribute, you can re-roll any or all dice results of 1.
Children of the Open Skies
The vast training domes of this craftworld are perfect for honing the skills of their Windriders and other swift warriors.
- Add 1" to the Move characteristic of models with this attribute. If a model with this attribute can FLY, add 2" to its Move characteristic instead of 1".
- Each time an Advance roll is made for a unit with this attribute, treat a dice roll of 1-2 as 3 instead.
Diviners of Fate
The Farseers of this craftworld study the twists of fate, steering their kin from situations that might otherwise see them slain.
Each time you make a Strands of Fate roll, if every unit in your army has this attribute (excluding AGENTS OF THE AELDARI, ANHRATHE and UNALIGNED units), you can roll one additional D6.
Elite Citizenry
Many craftworlds train even their ordinary citizenry to the same degree as the professional soldiers of other races.
- Add 1 to the Leadership characteristic of models with this attribute.
- Each time a unit with this attribute is selected to fight, you can re-roll one hit roll when resolving that unit’s attacks
Expert Crafters
These craftworlders display a heightened affinity for crafting wraithbone into beautiful sculptures and potent weapons alike. Each time a unit with this attribute is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
Grim
The Asuryani of this craftworld have been to the forbidden places of the galaxy and triumphed against its many horrors. For them the darkness holds no fear, for they have faced such dire situations before and emerged victorious. Each time a Morale test is taken for a unit with this attribute, you can re-roll one or both of the dice.
Hail of Doom
When gathered in large numbers, the focused shuriken fire of the Asuryani falls upon the foe like a rain of blades. Even the toughest plate can be slashed to ribbons by this hail of deadly projectiles. Each time a model with this attribute makes an attack with a shuriken weapon, an unmodified hit roll of 6 automatically wounds the target (and is treated as an unmodified wound roll of 6). You cannot select this Far-flung Craftworld Attribute if you have selected any other Far-flung Craftworld Attributes, and if you select this Far-flung Craftworld Attribute you cannot select a second.
Headstrong
When the call of war is sent out and the fury of Khaine pumps through their veins, these Aeldari can barely contain their need to get to grips with their foes and destroy them. You can re-roll Advance rolls and charge rolls made for units with this attribute.
Hunters of Ancient Relics
Since the Fall, many relics of the Aeldari’s glorious past have been lost, but there are some who see these treasures as the key to their race’s survival, and will fight all the harder to recover them. While a unit with this attribute is performing an action, that unit can shoot without that action failing.
Masterful Shots
These Asuryani have mastered warfare in dense terrain, and need only the merest glimpse of a target to make a kill. Each time a model with this attribute makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
Masters of Concealment
Turning their talents to self-preservation, the warriors of this craftworld utilise complex camouflage fields to conceal themselves. Each time a ranged attack is made against a unit with this attribute, if the attacker is more than 12" away, then the unit with this attribute is treated as having the benefits of Light Cover against that attack.
Mobile Fighters
In the blink of an eye, this craftworld’s transports descend, disgorging deadly warriors before the stunned foe can react. Each time a model with this attribute makes an attack, if that model’s unit disembarked from a TRANSPORT model this turn, add 1 to that attack’s wound roll.
Savage Blades
While many craftworlds do not encourage their warriors to put themselves in harm’s way, others positively encourage them to destroy their enemies blade to blade. Each time a model with this attribute makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, improve the Armour Penetration characteristic of that attack by 1.
Swift Strikes
The inhabitants of this craftworld are able to maintain a superb aim, even while moving at high speeds. In your Shooting phase, each time a unit with this attribute is selected to shoot, unless that unit Fell Back this turn, until the end of the phase, it counts as having Remained Stationary.
Students of Vaul
Some craftworlds utilise wraithbone vehicle hulls infused with additional empathic circuits. When attacked, the pilot can divert a portion of their consciousness to repairing and regrowing the most serious damage, allowing them to fight at peak efficiency long enough to see victory won. Add 1 to the Wounds characteristic of any units with this attribute that are VEHICLES.
Superior Shurikens
Utilising more aerodynamic shurikens, superior gravitic accelerators or potent trajectory calculators, the warriors of this craftworld are able to project shurikens over a greater distance. Add 3" to the Range characteristic of shuriken weapons models in a unit with this attribute are equipped with.
Vengeful
The Asuryani look down upon those they see as the lesser races, and care little if such creatures perish. They regard such adversaries as interlopers and upstarts, and relish in their slaughter. Add the [Sustained Hits 1] keyword to melee attacks made by units with this attribute.
Warding Runes
These warriors decorate their armour and wargear with ancient Aeldari runes of warding. Malign energies that would slay them are mysteriously turned aside. Models with this attribute have a 6+ invulnerable save. Each time a model with this attribute would lose a wound as a result of a psychic power, roll one D6: on a 5+, that wound is not lost.
Webway Warriors
The warriors of this craftworld know many of the secret paths of the webway, and can use them to launch devastating ambushes on their foes. When a Reinforcement unit with this attribute is set up on the battlefield for the first time, until the end of the turn, they get the [Sustained Hits 1] keyword.
Wrath of the Dead
Most Aeldari find the use of ghost warriors to be distasteful, but sometimes the essences of the fallen become restless, and are eager to vent their fury at the living. WRAITH CONSTRUCT units (excluding AIRCRAFT units) with this attribute are eligible to perform Heroic Interventions as if they were a CHARACTER unit.